Bats
Defines cave room templates used to generate bat-infested underground areas in the world.
Defines cave room templates used to generate bat-infested underground areas in the world.
Defines a forest room template named "BeefalowPlain" that procedurally populates the world with grass and beefalo entities during map generation.
Defines named collections of entity prefabs used as environmental blockers across different biomes and difficulty tiers in map generation.
Defines cave-level blue mushroom biome room types and their content distributions for world generation.
Defines static layout templates for level-specific resource and item spawns (boons) used in world generation, grouped by rarity and difficulty tier.
Static layout definition for a specific cave base map configuration used in the world generation system.
Defines the cave world taskset configuration used for procedural level generation in Don't Starve Together.
Defines corruption-themed world rooms (ChessArea, MarbleForest, etc.) with randomized static layouts and prefab spawn probabilities for procedural map generation.
Defines the forest world task sets used by the game's world generation system to structure playable areas.
Handles procedural generation of the Forest biome's terrain, topology, entities, roads, and seasonal/weather configuration for Don't Starve Together world generation.
Manages procedural generation logic for a Voronoi region in the world map, including entity placement, tile generation, and population using custom functions or Voronoi-based sampling.
Defines the Graveyard map room template with forest-level tile properties, mist visuals, and procedural prefab generation for graves and natural elements.
Registers multiple cave-specific room templates for green mushroom biomes in the world generation system.
Defines reusable static layouts for world generation, supporting pre-defined shapes, static layouts from files, and dynamic prefab placement via area functions.
Defines and registers distinct world locations with their configuration overrides for world generation in Don't Starve Together.
Provides global lookup tables for locks and keys used in world generation task sequencing.
A static map layout definition used to place cave flowers and background tiles in specific positions during world generation.
Provides procedural generation functions for ocean tile placement, terrain smoothing, set piece placement, and entity population within ocean world regions.
Contains configuration parameters for procedural ocean tile generation, including depth thresholds, noise settings, and elevation mapping for ocean terrain blending.
Provides Tiled map data for the Pit Room Armoury layout used in world generation.
Provides a centralized registry of static map layouts used as points of interest in sandbox mode world generation.
Provides a centralized registry of world-protected static layouts organized by biome and type, used for resource placement and world generation.
Defines and registers five distinct cave mushroom-themed room templates with varying prop distributions for world generation in DST.
Provides generator functions and helpers for procedural room and terrain placement in world generation.
Generates a randomized descriptive text string for signs based on tile type and randomized linguistic components.
Defines three procedural room templates (SpiderCity, SpiderVillage, SpiderVillageSwamp) for generating spider-infested areas in the Forest, Rocky, and Marsh biomes.
Registers cave room templates populated with stalagmites, pillars, spider holes, and other ambient cave debris for world generation.
Converts static Tiled map files into runtime layout data structures for level generation, including ground tile arrays and object placements with prefab resolution and property parsing.
Generates and connects map regions, tasks, and narrative-driven room layouts using lock-and-key progression, node graphs, and setpieces for world generation in DST.
Defines a room template named TallbirdNests used in the forest level to procedurally generate nest clusters containing tallbird nests, rocks, and other sparse environmental objects.
Represents a procedural map generation task with room placement rules, locking/Key requirements, and special room configurations.
Manages the registration and retrieval of level generation tasks used to define world room layouts and progression constraints.
Defines a static map layout used to place tentacles and marshland flora in the Caves biome, serving as a template for world generation.
Defines forest floor terrain room templates for procedural world generation, including grassland variants with randomized vegetation and structures.
Defines cave map room templates used for labyrinthine cave structures, specifying visual properties, tile types, tags, and content generation rules.
Defines procedural room templates and static layout placements for the Moon Island biome in Don't Starve Together.
Registers ocean terrain room definitions for procedural world generation, mapping tile types to loot and static layout spawn rules.
Defines forest-level room templates with rocky terrain characteristics for procedural world generation.
Defines decorative and structural room layouts for the Toadstool Arena biome in the game's cave world generation system.
Provides static layout mappings for world tile types and sandbox mode trap configurations used in map generation.
Tiled map data configuration for the archive hallway two room layout, defining tile layers and object placements for procedural dungeon generation.
A static room layout used in world generation for the Hallway Armoury region, containing background tile data and an object spawner.
Generates cave map content with vent-themed terrain, lootable rocks, and associated flora using procedural room definitions.
Manages the world generation UI screen, displaying animated visuals and status while the server generates a new world.
Defines room templates for procedural world generation that represent wormhole entrance variations, each configured with specific tile types and biome content.